The issue was caused by render result identifier only consist of scene name, which could indeed cause conflicts. On the one hand, there are quite some areas in Blender where we need identifier to be unique to properly address things. Usually this is required for sub-data of IDs, like bones. On another hand, it's not that hard to support this particular case and avoid possible frustration. The idea is, we add library name to render identifier for linked scenes. We use library name and not pointer so we preserve render results through undo stack. Reviewers: campbellbarton, mont29, brecht Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2836
104 lines
2.9 KiB
C++
104 lines
2.9 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_CompositorOperation_h
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#define _COM_CompositorOperation_h
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#include "COM_NodeOperation.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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struct Scene;
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/**
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* @brief Compositor output operation
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*/
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class CompositorOperation : public NodeOperation {
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private:
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const struct Scene *m_scene;
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/**
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* @brief Scene name, used for getting the render output, includes 'SC' prefix.
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*/
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char m_sceneName[MAX_ID_NAME];
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/**
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* @brief local reference to the scene
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*/
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const RenderData *m_rd;
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/**
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* @brief reference to the output float buffer
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*/
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float *m_outputBuffer;
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/**
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* @brief reference to the output depth float buffer
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*/
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float *m_depthBuffer;
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/**
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* @brief local reference to the input image operation
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*/
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SocketReader *m_imageInput;
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/**
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* @brief local reference to the input alpha operation
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*/
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SocketReader *m_alphaInput;
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/**
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* @brief local reference to the depth operation
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*/
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SocketReader *m_depthInput;
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/**
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* @brief Ignore any alpha input
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*/
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bool m_useAlphaInput;
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/**
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* @brief operation is active for calculating final compo result
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*/
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bool m_active;
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/**
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* @brief View name, used for multiview
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*/
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const char *m_viewName;
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public:
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CompositorOperation();
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const bool isActiveCompositorOutput() const { return this->m_active; }
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void executeRegion(rcti *rect, unsigned int tileNumber);
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void setScene(const struct Scene *scene) { m_scene = scene; }
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void setSceneName(const char *sceneName) { BLI_strncpy(this->m_sceneName, sceneName, sizeof(this->m_sceneName)); }
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void setViewName(const char *viewName) { this->m_viewName = viewName; }
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void setRenderData(const RenderData *rd) { this->m_rd = rd; }
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bool isOutputOperation(bool /*rendering*/) const { return this->isActiveCompositorOutput(); }
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void initExecution();
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void deinitExecution();
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const CompositorPriority getRenderPriority() const { return COM_PRIORITY_MEDIUM; }
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void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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void setUseAlphaInput(bool value) { this->m_useAlphaInput = value; }
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void setActive(bool active) { this->m_active = active; }
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};
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#endif
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